Edmond Engelbrecht, reel breakdown . Jalbum 8.3 A breakdown and description of the work in my showreel 300_HG_36_128 slides/300_HG_36_128.jpg# Sun, 19 Jul 2009 09:32:07 -0700 All CG shot , I was given most of the environment for texture shading and lighting at the end of Battle 1. I painted the displacement on the walls at 10k and displaced them in Prman. I used the asset in all of the following rock wall shots and it it stood up very well and meant I was way ahead. Not resposible for Spartan and water shaders or texturing. All CG shot , I was given most of the environment for texture shading and lighting at the end of Battle 1. I painted the displacement on the walls at 10k and displaced them in Prman. I used the asset in all of the following rock wall shots and it it stood up very well and meant I was way ahead. Not resposible for Spartan and water shaders or texturing. slides/300_HG_36_128.jpg OUT_01 slides/OUT_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 Another all CG shot this one for Outlander (feature). I took over the supervision for the main efx elements as well as the massive ground plane. I painted the ground plane at 10k and did several procedural shading tricks. The I also wrote up all of the passes purely in Mel and maintained 1 scene for everything. It is also 100% raytraced. Thanks to a lot of hard work from Paul Jewel for the efx elements. Another all CG shot this one for Outlander (feature). I took over the supervision for the main efx elements as well as the massive ground plane. I painted the ground plane at 10k and did several procedural shading tricks. The I also wrote up all of the passes purely in Mel and maintained 1 scene for everything. It is also 100% raytraced. Thanks to a lot of hard work from Paul Jewel for the efx elements. slides/OUT_01.jpg OUT_02 slides/OUT_02.jpg# Sun, 19 Jul 2009 09:32:07 -0700 the latter half of the all CG Outlander shot. I setup and lit with Mayaman and Air coding all passes in Mel. the latter half of the all CG Outlander shot. I setup and lit with Mayaman and Air coding all passes in Mel. slides/OUT_02.jpg OUT_03 slides/OUT_03.jpg# Sun, 19 Jul 2009 09:32:07 -0700 The spaceship crash all CG form Outlander. Thanks to animation from Ryan Clark. I setup and lit with Mayaman and Air coding all passes in Mel. The spaceship crash all CG form Outlander. Thanks to animation from Ryan Clark. I setup and lit with Mayaman and Air coding all passes in Mel. slides/OUT_03.jpg OUT_04 slides/OUT_04.jpg# Sun, 19 Jul 2009 09:32:07 -0700 More of the space ship crash. More of the space ship crash. slides/OUT_04.jpg SUB_01 slides/SUB_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 This was a pitch for a film back in Perth. I setup lighting and shaders. This was a pitch for a film back in Perth. I setup lighting and shaders. slides/SUB_01.jpg 300_weapons_01 slides/300_weapons_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 This was a massive crowd on 300. I created the sheild and sword texture and shading assets. This was a massive crowd on 300. I created the sheild and sword texture and shading assets. slides/300_weapons_01.jpg 300_weapons_02 slides/300_weapons_02.jpg# Sun, 19 Jul 2009 09:32:07 -0700 I created the spear tip texture and shading assets. They were set up with several blood pattern options for compositors to choose soem randomisation in comp. I created the spear tip texture and shading assets. They were set up with several blood pattern options for compositors to choose soem randomisation in comp. slides/300_weapons_02.jpg HF_01 slides/HF_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 Lighting on Happy Feet was mainly debugging Mel scripts and finishing the look in comp. Lighting on Happy Feet was mainly debugging Mel scripts and finishing the look in comp. slides/HF_01.jpg HF_02 slides/HF_02.jpg# Sun, 19 Jul 2009 09:32:07 -0700 Lighting on Happy Feet was mainly debugging Mel scripts and finishing the look in comp. Lighting on Happy Feet was mainly debugging Mel scripts and finishing the look in comp. slides/HF_02.jpg IMPACT_01 slides/IMPACT_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 All CG space shots for Impact. I setup and lit with Mayaman and Air coding all passes in Mel and python. The meteor asset had a lot of procedural work I mixed in with some great textures by Chris Nichols. You cannot see the best of what I put into the Earth however I aquired very large texture maps and mixed procedurals displaced and gained into the clouds to lift them up a little for self shadow. This is entirely raytraced too. We won Best Visual Effects in a Feature Length Drama. Mayaman, AIR, Photoshop, Maya All CG space shots for Impact. I setup and lit with Mayaman and Air coding all passes in Mel and python. The meteor asset had a lot of procedural work I mixed in with some great textures by Chris Nichols. You cannot see the best of what I put into the Earth however I aquired very large texture maps and mixed procedurals displaced and gained into the clouds to lift them up a little for self shadow. This is entirely raytraced too. We won Best Visual Effects in a Feature Length Drama. Mayaman, AIR, Photoshop, Maya slides/IMPACT_01.jpg IMPACT_02 slides/IMPACT_02.jpg# Sun, 19 Jul 2009 09:32:07 -0700 The moon destruction shots. I had a lot of work to do getting these out. Supervised the moon asset and created the moon asset. I this shot I created the Earth asset farmed out the efx work into 3 elements: Rocks, fluids and a particle vortex. I then had the guys publish these items and then I refered to the RIB them in a main efx asset voila everything lined up perfectly for a last minute hack. Thanks to Blair for such a great fluid sim. I was also responsible for lighting and initial comp development on all of these shots while working on another big hero shot. We won Best Visual Effects in a Feature Length Drama. Mayaman, Air, Photoshop, Maya The moon destruction shots. I had a lot of work to do getting these out. Supervised the moon asset and created the moon asset. I this shot I created the Earth asset farmed out the efx work into 3 elements: Rocks, fluids and a particle vortex. I then had the guys publish these items and then I refered to the RIB them in a main efx asset voila everything lined up perfectly for a last minute hack. Thanks to Blair for such a great fluid sim. I was also responsible for lighting and initial comp development on all of these shots while working on another big hero shot. We won Best Visual Effects in a Feature Length Drama. Mayaman, Air, Photoshop, Maya slides/IMPACT_02.jpg VOOL_01 slides/VOOL_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 This is a while ago now 2005. It was something I did at home for a music video. This was where I learnt about how poor Mental Ray is in comparison with prman. Mental Ray Photoshop, Maya This is a while ago now 2005. It was something I did at home for a music video. This was where I learnt about how poor Mental Ray is in comparison with prman. Mental Ray Photoshop, Maya slides/VOOL_01.jpg VOOL_02 slides/VOOL_02.jpg# Sun, 19 Jul 2009 09:32:07 -0700 This is a while ago now 2005. It was something I did at home for a music video. This was where I learnt about how poor Mental Ray is in comparison with prman. Mental Ray, Photoshop, Maya This is a while ago now 2005. It was something I did at home for a music video. This was where I learnt about how poor Mental Ray is in comparison with prman. Mental Ray, Photoshop, Maya slides/VOOL_02.jpg REVULSION_01 slides/REVULSION_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 A pitch for a film. I setup the asset and supervised the whole job. It is a tape worm which comes out of the toilet in this scene. It was setup mutlipass lighting including: Key, FIll, Ambient (HDR light samples that are very low), wetness (reflection) , wetness fire (reflection), SSS_Key, SSS_Fil, various mattes, occlusion, depth... all things you would expect. This is also raytraced using Mayaman and Air. A pitch for a film. I setup the asset and supervised the whole job. It is a tape worm which comes out of the toilet in this scene. It was setup mutlipass lighting including: Key, FIll, Ambient (HDR light samples that are very low), wetness (reflection) , wetness fire (reflection), SSS_Key, SSS_Fil, various mattes, occlusion, depth... all things you would expect. This is also raytraced using Mayaman and Air. slides/REVULSION_01.jpg 300_weapons_03 slides/300_weapons_03.jpg# Sun, 19 Jul 2009 09:32:07 -0700 Another 300 shot. The binding and the blade are textured shaded and lit be me. There was not HDR so this is an example of good old fashioned eyeballing. Mayaman, Renderman, Photoshop, Maya Another 300 shot. The binding and the blade are textured shaded and lit be me. There was not HDR so this is an example of good old fashioned eyeballing. Mayaman, Renderman, Photoshop, Maya slides/300_weapons_03.jpg 300_horse slides/300_horse.jpg# Sun, 19 Jul 2009 09:32:07 -0700 Another 300 shot. This was a little more invisible. I lit the back of the horse and the legs of the person riding it. Mayaman, Renderman, Maya Another 300 shot. This was a little more invisible. I lit the back of the horse and the legs of the person riding it. Mayaman, Renderman, Maya slides/300_horse.jpg 300_wall_02 slides/300_wall_02.jpg# Sun, 19 Jul 2009 09:32:07 -0700 The first 300 shot in this gallary which is higher up on the alternate angle was all CG. I painted the displacements and wall textures at 10k and used them for the whole sequence. I found I had much less work to do later and was able to put shots out pretty quickly becuase of this. Mayaman, Renderman, Photoshop, Maya The first 300 shot in this gallary which is higher up on the alternate angle was all CG. I painted the displacements and wall textures at 10k and used them for the whole sequence. I found I had much less work to do later and was able to put shots out pretty quickly becuase of this. Mayaman, Renderman, Photoshop, Maya slides/300_wall_02.jpg 300_wall_03 slides/300_wall_03.jpg# Sun, 19 Jul 2009 09:32:07 -0700 The first 300 shot which is higher up on the alternate angle was all CG. I painted the displacements and wall textures at 10k and used them for the whole sequence. I found I had much less work to do later and was able to put shots out pretty quickly becuase of this. I this case Evan Shipard took some rendered elements of the rock wall and worked it up in Photoshop. Mayaman, Renderman, Photoshop, Maya The first 300 shot which is higher up on the alternate angle was all CG. I painted the displacements and wall textures at 10k and used them for the whole sequence. I found I had much less work to do later and was able to put shots out pretty quickly becuase of this. I this case Evan Shipard took some rendered elements of the rock wall and worked it up in Photoshop. Mayaman, Renderman, Photoshop, Maya slides/300_wall_03.jpg LANG_01 slides/LANG_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 A time lapse lilly for a music video. My first job in Maya after switching from Lightwave. Photoshop, Maya A time lapse lilly for a music video. My first job in Maya after switching from Lightwave. Photoshop, Maya slides/LANG_01.jpg VICTIM_01 slides/VICTIM_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 This I completed while at University it was my first Animation and I completed all shots in Lightwave. This I completed while at University it was my first Animation and I completed all shots in Lightwave. slides/VICTIM_01.jpg Psych_3004_01 slides/Psych_3004_01.jpg# Sun, 19 Jul 2009 09:32:07 -0700 I oversaw the asset creation, lighting and comp for Dutch the Clutch an episode of Psych which 3 of us at Spin completed in about 3 weeks. On the digital double I worked on the shaders using an HDR rig. Thanks to Chris Nichols for great modelling and texturing on this. Mayaman, Air, Photoshop, Maya I oversaw the asset creation, lighting and comp for Dutch the Clutch an episode of Psych which 3 of us at Spin completed in about 3 weeks. On the digital double I worked on the shaders using an HDR rig. Thanks to Chris Nichols for great modelling and texturing on this. Mayaman, Air, Photoshop, Maya slides/Psych_3004_01.jpg Psych_3004_02 slides/Psych_3004_02.jpg# Sun, 19 Jul 2009 09:32:07 -0700 More Dutch the Clutch this plate I added the spot lights, distant ramp , ring of fire and composited it. Also responsible for texturing and shading the ramp asset. Camera flashes were particles. More Dutch the Clutch this plate I added the spot lights, distant ramp , ring of fire and composited it. Also responsible for texturing and shading the ramp asset. Camera flashes were particles. slides/Psych_3004_02.jpg Psych_3004_03 slides/Psych_3004_03.jpg# Sun, 19 Jul 2009 09:32:07 -0700 More Dutch the Clutch this plate I added the spot lights, distant ramp , ring of fire and composited it. Also responsible for texturing and shading the ramp asset. Camera flashes were particles. Mayaman, Air, Photoshop, Maya More Dutch the Clutch this plate I added the spot lights, distant ramp , ring of fire and composited it. Also responsible for texturing and shading the ramp asset. Camera flashes were particles. Mayaman, Air, Photoshop, Maya slides/Psych_3004_03.jpg Psych_3004_04 slides/Psych_3004_04.jpg# Sun, 19 Jul 2009 09:32:07 -0700 All CG shot passes galore on this one. I am responsible for lighting and comp. Mayaman, Air, Photoshop, Maya . This is also fully raytraced All CG shot passes galore on this one. I am responsible for lighting and comp. Mayaman, Air, Photoshop, Maya . This is also fully raytraced slides/Psych_3004_04.jpg Psych_3004_05 slides/Psych_3004_05.jpg# Sun, 19 Jul 2009 09:32:07 -0700 All CG shot passes galore on this one. I am responsible for lighting and comp. Mayaman, Air, Photoshop, Maya . This is also fully raytraced All CG shot passes galore on this one. I am responsible for lighting and comp. Mayaman, Air, Photoshop, Maya . This is also fully raytraced slides/Psych_3004_05.jpg